4,468 research outputs found
Ambulatory assessment in neuropsychology : applications in multiple sclerosis research
Peer reviewedPostprin
Big data analytics:Computational intelligence techniques and application areas
Big Data has significant impact in developing functional smart cities and supporting modern societies. In this paper, we investigate the importance of Big Data in modern life and economy, and discuss challenges arising from Big Data utilization. Different computational intelligence techniques have been considered as tools for Big Data analytics. We also explore the powerful combination of Big Data and Computational Intelligence (CI) and identify a number of areas, where novel applications in real world smart city problems can be developed by utilizing these powerful tools and techniques. We present a case study for intelligent transportation in the context of a smart city, and a novel data modelling methodology based on a biologically inspired universal generative modelling approach called Hierarchical Spatial-Temporal State Machine (HSTSM). We further discuss various implications of policy, protection, valuation and commercialization related to Big Data, its applications and deployment
Mobile Games for Learning:A Pattern-Based Approach
The core concern of this thesis is the design of mobile games for learning. The conditions and requirements that are vital in order to make mobile games suitable and
effective for learning environments are investigated. The base for exploration is the
pattern approach as an established form of templates that provide solutions for recurrent problems. Building on this acknowledged form of exchanging and re-using knowledge, patterns for game design are used to classify the many gameplay rules and mechanisms in existence. This research draws upon pattern descriptions to analyze learning game concepts and to abstract possible relationships between gameplay patterns and learning outcomes. The linkages that surface are the starting bases for a series of game design concepts and their implementations are subsequently evaluated with regard to learning outcomes. The findings and resulting knowledge from this research is made accessible by way of implications and recommendations for future design decisions
Living Innovation Laboratory Model Design and Implementation
Living Innovation Laboratory (LIL) is an open and recyclable way for
multidisciplinary researchers to remote control resources and co-develop user
centered projects. In the past few years, there were several papers about LIL
published and trying to discuss and define the model and architecture of LIL.
People all acknowledge about the three characteristics of LIL: user centered,
co-creation, and context aware, which make it distinguished from test platform
and other innovation approaches. Its existing model consists of five phases:
initialization, preparation, formation, development, and evaluation.
Goal Net is a goal-oriented methodology to formularize a progress. In this
thesis, Goal Net is adopted to subtract a detailed and systemic methodology for
LIL. LIL Goal Net Model breaks the five phases of LIL into more detailed steps.
Big data, crowd sourcing, crowd funding and crowd testing take place in
suitable steps to realize UUI, MCC and PCA throughout the innovation process in
LIL 2.0. It would become a guideline for any company or organization to develop
a project in the form of an LIL 2.0 project.
To prove the feasibility of LIL Goal Net Model, it was applied to two real
cases. One project is a Kinect game and the other one is an Internet product.
They were both transformed to LIL 2.0 successfully, based on LIL goal net based
methodology. The two projects were evaluated by phenomenography, which was a
qualitative research method to study human experiences and their relations in
hope of finding the better way to improve human experiences. Through
phenomenographic study, the positive evaluation results showed that the new
generation of LIL had more advantages in terms of effectiveness and efficiency.Comment: This is a book draf
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Supporting Diabetes Self-Management with Ubiquitous Computing Technologies: A User-Centered Inquiry
Ubiquitous computing technologies offer opportunities to improve treatments for chronic health conditions. Type 1 diabetes is a compelling use-case for such approaches, given its severity, and need for individuals to make frequent care decisions, informed by complex data. However, current apps, typically based on effortful reflection on collected data, generally show poor adoption, lack vital cognitive and emotional support, and are poorly tailored to users’ actual diabetes decision making processes. This thesis investigates how diabetes apps can be improved from a user-centered perspective. An initial questionnaire-based study investigated how well existing diabetes apps meet user needs. Perceived benefits, limitations, and reasons for low adoption rates were identified. A talk-aloud study of detailed user interactions with diabetes logging apps was conducted to characterize the benefits and limitations of diverse UI elements for T1 diabetes management, and to more precisely identify wider problems with current interaction designs. This led to positing a refined version of Mamykina et al.’s model for diabetes self-management, to account for observed practices, whereby the previously accepted habitual and sensemaking cognitive states are augmented by a posited ‘fluid contextual reasoning’ (FCR) mode, which allows multiple contextual factors to be balanced for dynamic course correction when navigating complex situations, using previously learned knowledge. To investigate user perceptions of the levels and kinds of monitoring anticipated in next generation diabetes decision support systems, a 4-week technology probe, in which participants used multiple networked devices and external data aggregation, was used to frame requirements for user-centered development of such future systems. Integrating all of the above work, an iterative design process was undertaken to create DUETS, a card-based system to facilitate reflection by designers, users, and other stakeholders on diabetes support management systems. The resulting tool and method were then implemented and evaluated through structured sessions with stakeholder focus groups
Affective Computing in the Area of Autism
The prevalence rate of Autism Spectrum Disorders (ASD) is increasing at an alarming rate (1 in 68 children). With this increase comes the need of early diagnosis of ASD, timely intervention, and understanding the conditions that could be comorbid to ASD. Understanding co-morbid anxiety and its interaction with emotion comprehension and production in ASD is a growing and multifaceted area of research. Recognizing and producing contingent emotional expressions is a complex task, which is even more difficult for individuals with ASD. First, I investigate the arousal experienced by adolescents with ASD in a group therapy setting. In this study I identify the instances in which the physiological arousal is experienced by adolescents with ASD ( have-it ), see if the facial expressions of these adolescents indicate their arousal ( show-it ), and determine if the adolescents are self-aware of this arousal or not ( know-it ). In order to establish a relationship across these three components of emotion expression and recognition, a multi-modal approach for data collection is utilized. Machine learning techniques are used to determine whether still video images of facial expressions could be used to predict Electrodermal Activity (EDA) data. Implications for the understanding of emotion and social communication difficulties in ASD, as well as future targets for intervention, are discussed. Second, it is hypothesized that a well-designed intervention technique helps in the overall development of children with ASD by improving their level of functioning. I designed and validated a mobile-based intervention designed for teaching social skills to children with ASD. I also evaluated the social skill intervention. Last, I present the research goals behind an mHealth-based screening tool for early diagnosis of ASD in toddlers. The design purpose of this tool is to help people from low-income group, who have limited access to resources. This goal is achieved without burdening the physicians, their staff, and the insurance companies
Layered evaluation of interactive adaptive systems : framework and formative methods
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Human Machine Interaction
In this book, the reader will find a set of papers divided into two sections. The first section presents different proposals focused on the human-machine interaction development process. The second section is devoted to different aspects of interaction, with a special emphasis on the physical interaction
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